292 lines
12 KiB
Java
292 lines
12 KiB
Java
package electroblob.wizardry.loot;
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import com.google.gson.*;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.constants.Element;
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import electroblob.wizardry.constants.Tier;
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import electroblob.wizardry.data.WizardData;
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import electroblob.wizardry.item.ItemArtefact;
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import electroblob.wizardry.item.ItemScroll;
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import electroblob.wizardry.item.ItemSpellBook;
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import electroblob.wizardry.registry.Spells;
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import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.spell.Spell;
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import electroblob.wizardry.util.SpellProperties;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.JsonUtils;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.world.storage.loot.LootContext;
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import net.minecraft.world.storage.loot.conditions.LootCondition;
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import net.minecraft.world.storage.loot.functions.LootFunction;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.List;
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import java.util.Random;
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/**
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* Loot function that allows spell books and scrolls to select a random spell based on the standard weighting.
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* Can be used as-is with no parameters, but several optional parameters are available for those wishing to customise further:
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* <p></p>
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* - <b>spells</b>: A list of spells to choose from. Defaults to all enabled spells.<br>
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* - <b>ignore_weighting</b>: true to ignore the standard weighting and just pick a completely random spell. Defaults to
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* false.<br>
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* - <b>undiscovered_bias</b>: A number between 0 and 1 representing the bias towards undiscovered spells, with 0
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* being no bias and 1 meaning spells are guaranteed to be undiscovered.<br>
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* - <b>tiers</b>: A list of tiers to choose from. Defaults to all tiers.<br>
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* - <b>elements</b>: A list of elements to choose from. Defaults to all elements.
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* <p></p>
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* This class is effectively a loot table-friendly replacement for the standard weighting method in WizardryUtilities
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* which was the basis of all the old loot systems (not counting wizard trades, which were - and still are - completely
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* separate).
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* <p></p>
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* Since spells are stored as metadata, this <i>could</i> be done by having an entry for each tier and letting it pick a
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* random spell from that tier by setting the metadata to a random value in the range of values that correspond to that
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* tier. However, this creates a two-fold problem: firstly, not all spells are in tier order, and secondly, if spells
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* are added via addon mods the entries would have to be updated manually with the new numbers.
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* <p></p>
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* (This reasoning is similar to that for the enchant_randomly function in vanilla Minecraft, since you can specify NBT
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* data in loot tables, but using NBT in this way would be incredibly verbose and inflexible, hence the loot function.)
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*
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* @author Electroblob
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* @since Wizardry 1.2
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*/
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/* You could even use the yet more long-winded method of adding each spell as an individual entry, which would be
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* stupidly long but would allow precise control over each individual spell... I'll leave that for pack makers to do if
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* they have the patience! */
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public class RandomSpell extends LootFunction {
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private final List<Spell> spells;
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private final boolean ignoreWeighting;
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private final float undiscoveredBias;
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private final List<Tier> tiers;
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private final List<Element> elements;
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protected RandomSpell(LootCondition[] conditions, List<Spell> spells, boolean ignoreWeighting,
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float undiscoveredBias, List<Tier> tiers, List<Element> elements){
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super(conditions);
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this.spells = spells;
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this.ignoreWeighting = ignoreWeighting;
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this.undiscoveredBias = undiscoveredBias;
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this.tiers = tiers;
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this.elements = elements;
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}
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@Override
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public ItemStack apply(ItemStack stack, Random random, LootContext context){
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if(!(stack.getItem() instanceof ItemSpellBook) && !(stack.getItem() instanceof ItemScroll)) Wizardry.logger
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.warn("Applying the random_spell loot function to an item that isn't a spell book or scroll.");
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SpellProperties.Context spellContext = context.getLootedEntity() == null ? SpellProperties.Context.TREASURE
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: SpellProperties.Context.LOOTING;
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// This method is badly-named, loot chests pass a player through too, not just mobs
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// (And WHY does it only return an entity?! The underlying field is always a player so I'm casting it anyway)
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EntityPlayer player = (EntityPlayer)context.getKillerPlayer();
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Spell spell = pickRandomSpell(stack, random, spellContext, player);
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if(spell == Spells.none) Wizardry.logger.warn("Tried to apply the random_spell loot function to an item, but no"
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+ " enabled spells matched the criteria specified. Substituting placeholder (metadata 0) item.");
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stack.setItemDamage(spell.metadata());
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return stack;
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}
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private Spell pickRandomSpell(ItemStack stack, Random random, SpellProperties.Context spellContext, EntityPlayer player){
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// We're now doing this first because we need to know which spells we have to play with before selecting a tier and element
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List<Spell> possibleSpells = Spell.getSpells(s -> s.isEnabled(spellContext) && s.applicableForItem(stack.getItem())
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// Remove excluded tiers/elements immediately (mainly because empty tier checks should account for excluded elements)
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&& (tiers == null || tiers.contains(s.getTier())) && (elements == null || elements.contains(s.getElement())));
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if(spells != null && !spells.isEmpty()){
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possibleSpells.retainAll(spells); // Normally you wouldn't specify a spells list AND tiers/elements... but you could!
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}
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if(stack.getItem() instanceof ItemScroll) possibleSpells.removeIf(s -> !s.isEnabled(SpellProperties.Context.SCROLL));
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if(stack.getItem() instanceof ItemSpellBook) possibleSpells.removeIf(s -> !s.isEnabled(SpellProperties.Context.BOOK));
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// Select a tier...
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List<Tier> possibleTiers = new ArrayList<>();
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if(tiers == null || tiers.isEmpty()){
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possibleTiers.addAll(Arrays.asList(Tier.values()));
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}else{
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possibleTiers.addAll(tiers);
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}
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// Remove all empty tiers
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possibleTiers.removeIf(t -> possibleSpells.stream().noneMatch(s -> s.getTier() == t)); // Lambdaception!
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if(possibleTiers.isEmpty()) return Spells.none; // Gotta disable a lot of spells for this to happen
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Tier tier = ignoreWeighting ? possibleTiers.get(random.nextInt(possibleTiers.size()))
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: Tier.getWeightedRandomTier(random, possibleTiers.toArray(new Tier[0]));
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// Remove all spells that aren't of the selected tier
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possibleSpells.removeIf(s -> s.getTier() != tier);
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if(possibleSpells.isEmpty()) return Spells.none; // Should be caught by the no-elements check but we might as well
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// Select an element...
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List<Element> possibleElements = new ArrayList<>();
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// Elements aren't weighted
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if(elements == null || elements.isEmpty()){
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possibleElements.addAll(Arrays.asList(Element.values()));
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}else{
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possibleElements.addAll(elements);
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}
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// Remove all empty elements
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possibleElements.removeIf(e -> possibleSpells.stream().noneMatch(s -> s.getElement() == e));
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if(possibleElements.isEmpty()) return Spells.none; // A bit more likely I guess, but still pretty unlikely
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Element element = possibleElements.get(random.nextInt(possibleElements.size()));
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// Remove all spells that aren't of the selected tier
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possibleSpells.removeIf(s -> s.getElement() != element);
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if(possibleSpells.isEmpty()) return Spells.none; // If it fails anywhere, it'll most likely be here
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float bias = undiscoveredBias;
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// Archivist's eyeglass increases undiscovered bias by 0.4 up to a maximum of 0.9
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if(ItemArtefact.isArtefactActive(player, WizardryItems.charm_spell_discovery)) bias = Math.min(bias + 0.4f, 0.9f);
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// Remove either the undiscovered spells or the discovered ones, depending on the bias
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if(bias > 0 && player != null){
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WizardData data = WizardData.get(player);
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int discoveredCount = (int)possibleSpells.stream().filter(data::hasSpellBeenDiscovered).count();
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// If none have been discovered or they've all been discovered, don't bother!
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if(discoveredCount > 0 && discoveredCount < possibleSpells.size()){
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// Kinda unintuitive but it's very neat!
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boolean keepDiscovered = random.nextFloat() < 0.5f + 0.5f * bias;
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possibleSpells.removeIf(s -> keepDiscovered != data.hasSpellBeenDiscovered(s));
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}
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}
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return possibleSpells.get(random.nextInt(possibleSpells.size())); // Finally pick a spell
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}
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public static class Serializer extends LootFunction.Serializer<RandomSpell> {
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public Serializer(){
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super(new ResourceLocation(Wizardry.MODID, "random_spell"), RandomSpell.class);
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}
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public void serialize(JsonObject object, RandomSpell function, JsonSerializationContext serializationContext){
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if(function.spells != null && !function.spells.isEmpty()){
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JsonArray jsonarray = new JsonArray();
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for(Spell spell : function.spells){
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jsonarray.add(new JsonPrimitive(spell.getRegistryName().toString()));
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}
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object.add("spells", jsonarray);
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}
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object.addProperty("ignore_weighting", function.ignoreWeighting);
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object.addProperty("undiscovered_bias", function.undiscoveredBias);
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if(function.tiers != null && !function.tiers.isEmpty()){
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JsonArray jsonarray = new JsonArray();
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for(Tier tier : function.tiers){
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jsonarray.add(new JsonPrimitive(tier.getUnlocalisedName()));
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}
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object.add("tiers", jsonarray);
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}
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if(function.elements != null && !function.elements.isEmpty()){
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JsonArray jsonarray = new JsonArray();
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for(Element element : function.elements){
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jsonarray.add(new JsonPrimitive(element.getName()));
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}
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object.add("elements", jsonarray);
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}
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}
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public RandomSpell deserialize(JsonObject object, JsonDeserializationContext deserializationContext,
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LootCondition[] conditions){
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List<Spell> spells = null;
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List<Tier> tiers = null;
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List<Element> elements = null;
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if(object.has("spells")){
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spells = new ArrayList<>();
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// Importantly, it is necessary to specify a default (the new JsonArray) here because otherwise the
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// parameter will be mandatory, and the game will crash if it isn't present.
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for(JsonElement element : JsonUtils.getJsonArray(object, "spells", new JsonArray())){
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String string = JsonUtils.getString(element, "spell");
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Spell spell = Spell.get(string);
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if(spell == null){
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throw new JsonSyntaxException("Unknown spell \'" + string + "\'");
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}
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spells.add(spell);
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}
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}
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boolean ignoreWeighting = JsonUtils.getBoolean(object, "ignore_weighting", false);
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float undiscoveredBias = JsonUtils.getFloat(object, "undiscovered_bias", 0);
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if(object.has("tiers")){
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tiers = new ArrayList<>();
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for(JsonElement element : JsonUtils.getJsonArray(object, "tiers", new JsonArray())){
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String string = JsonUtils.getString(element, "tier");
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try {
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tiers.add(Tier.fromName(string));
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}catch(IllegalArgumentException e){
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// If the string does not match any of the tiers, throws an exception.
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throw new JsonSyntaxException("Unknown tier \'" + string + "\'");
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}
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}
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}
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if(object.has("elements")){
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elements = new ArrayList<>();
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for(JsonElement jelement : JsonUtils.getJsonArray(object, "elements", new JsonArray())){
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String string = JsonUtils.getString(jelement, "element");
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try {
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elements.add(Element.fromName(string));
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}catch(IllegalArgumentException e){
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// If the string does not match any of the elements, throws an exception.
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throw new JsonSyntaxException("Unknown element \'" + string + "\'");
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}
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}
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}
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return new RandomSpell(conditions, spells, ignoreWeighting, undiscoveredBias, tiers, elements);
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}
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}
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}
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